Monday Mobile Roundup: Fiscal Reports, Metrics, Digital Payments & More

Gametanium[Launch] GameTanium Mobile Grants Multiple Android Games for One Subscription — Extent has launched a new subscription based Android app called GameTanium Mobile, as TechCrunch covers. The application is downloaded from Extent’s website and for $4.99 a month, users gain access to a collection of games currently totaling about 75.

American Express Partners With Sprint — In order to promote its Serve digital wallet platform, American Express has partnered with service provider Sprint. The deal is intended to move the credit card company into the realm of digital payments and is stated to be available within the Sprint Zone mobile store for select Android devices.

DoATDoAT Adds Google+ — The iPhone application of DoAT is a mobile web search tool that lets users easily share what they find across social feeds. As noted by TechCrunch, the application is already making use of Google+, adding it to the app by making use of the mobile web version of the platform.

Foursquare Adds Notification Tray Feature to iOS — Just over a week ago, Foursquare changed up its routine by added a notification try feature to its Android version software before iPhone. Now, the new feature that grants notifications for things such as comments, mayor oustings, or friend activity, has been added to the 3.3 version of the iOS application.

Apple Expected to Make Significant Year-Over-Year Gains — VentureBeat has posted some expectations from various financial analysts regarding Apple’s year-over-year expectations. For the last quarter (ending June 30th), Thomson Financial is expecting around $24.75 billion (compared to $15.7 billion in revenue and $3.25 billion in net income last year). Apple previously predicted revenue being around $23 billion.

Sony Ericsson Reports Losses for Q2 — Sony Ericsson released its quarterly earnings report, and has noted a net loss around $70.5 million. Sony Ericsson also reports total units shipped at 7.6 million (31 percent less than last year) with sales for Q2 decreasing by 32 percent year-over-year to about $1.7 billion. The decline is due heavily to the earthquake that had hit Japan earlier this year which had severe effects on Sony Ericsson’s supply lines.

InMobi Reaches New Milestone — The mobile advertising network InMobi has announced the reaching of a new milestone having grown to reach over 83 million mobile consumers in the United States. The number is reached through a noted 6 billion monthly ad impressions.

Ad Impressions Grow for iOS & RIM — Millennial Media has released another report based on Q2 ad impressions for the major mobile platforms. In a quarter-over-quarter comparison, iOS grew 18 percent in ad impressions, while RIM grew 29 percent. Android, on the other hand, is beginning to slow in its growth, only increasing by 11 percent. That said, Android still hosts the top impression share with 54 percent, followed by iOS with 26 percent.

Ad Impressions


Kontagent Expands Analytics Platform — Last week, Kontagent expanded its social analytics platform beyond games and apps on the Facebook platform with kSuite. Now, game developers for both the web and mobile platforms will be able utilize demographic data based on location, age groups, gender, engagement, and so on in real time.

Mobile Ad Market Continues Growth — USA  Today has highlighted the rapid growth of the mobile ad market noting $25 million in funding for mobile ad network Mojiva, the launch of DealNet, and a back-to-school ad campaign for via Pandora (all this week). Moreover, according to research firm Gartner, the money spent on this space is expected to reach $20.6 billion come 2015, largely due to search, maps, and check-in services.

Smartphones Become Major Gaming Platform in U.S. — A survey conducted by Frank N. Magid Associates and sponsored by PlayFirst  has shown interesting new figures (Magid Media Futures: Mobile 2011) in the U.S. smartphone market, VentureBeat covers. One such element is that half of all non-smartphone owners intend to buy one within the next 12 months and of those that already own one, 45 percent use it to play games with 55 percent of the others stating they likely will in the next year. Moreover, smartphone users are noted to spend more on virtual goods in these games than users on social networks.